EVOKER Wizard D&D 2024 Subclass (The Room IS BIG ENOUGH!!)
Автор: Green & Garb
Загружено: 2024-10-24
Просмотров: 1134
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🧙 D&D 2024 Wizard - Evoker Subclass Review 🧙
Get ready to harness explosive elemental power with the Evoker Wizard in the D&D 2024 Player's Handbook. We explore every ability from level 3 to 14. Stick around for a full breakdown and our final tier ranking—let’s see if the Evoker remains the ultimate blaster!
Timestamps:
0:00 - 0:12: Introduction: Should you choose the Evoker subclass?
0:12 - 0:54: Level 3: Evocation Savant & Potent Cantrip
0:54 - 1:44: Level 6: Sculpt Spells
1:44 - 2:58: Level 10: Empowered Evocation
2:58 - 3:53: Level 14: Overchannel
3:53 - 4:58: General Thoughts and Tier Ranking for the Evoker Subclass
4:58 - 6:59: Outro and SUPER SECRET ENDING
Key Abilities:
Level 3: Evocation Savant & Potent Cantrip (0:12 - 0:54)
Evocation Savant: You get to choose two evocation spells (up to level 2) to add to your spellbook for free. For every new spell slot level you gain, you can add another evocation spell for free, keeping your spellbook stocked with powerful evocation magic—cue Fireball at level 3.
Potent Cantrip: When you cast a damaging cantrip and miss with an attack roll, or if the target succeeds on their saving throw, they still take half damage. While this could be somewhat useful at lower levels, the damage dealt by cantrips at higher levels is minimal, making this ability less impactful in the long run.
Level 6: Sculpt Spells (0:54 - 1:44)
Sculpt Spells: You can create pockets of safety within your area-of-effect evocation spells. When you cast an evocation spell, you can choose a number of creatures equal to the spell’s level plus one. These chosen creatures automatically succeed on their saving throws and take no damage if they would have taken half damage otherwise.
This ability can help prevent friendly fire from your explosive spells like Fireball. While tactical placement often solves this problem, Sculpt Spells becomes more valuable at higher levels when casting massive spells with larger areas of effect.
Level 10: Empowered Evocation (1:44 - 2:58)
Empowered Evocation: You can add your Intelligence modifier to one damage roll of your evocation spells. While this increases the damage slightly, it’s not a game-changer at level 10, where the bonus is likely around +4 to +5. Comparatively, other classes get similar benefits earlier, and this boost, while consistent, doesn’t add as much as you might expect for a high-level ability.
Level 14: Overchannel (2:58 - 3:53)
Overchannel: When casting a damaging spell of level 1 through 5, you can deal maximum damage instead of rolling. The first use is free, but each additional use before a long rest deals 2d12 necrotic damage per spell level, increasing by 1d12 each time. This damage ignores resistances and immunities, potentially harming you severely if used repeatedly.
This ability lets you maximize your damage, making spells like Fireball hit for 48 damage consistently. The trade-off is that continued use could result in significant self-inflicted damage, but with the right support (healing from allies), you can exploit it to unleash devastating power.
General Thoughts & Tier Ranking (3:53 - 4:58)
The Evoker excels at pure damage output, particularly when it comes to area-of-effect spells like Fireball. The subclass offers strong battlefield control through Sculpt Spells and increased damage from Overchannel, but its mid-level abilities like Potent Cantrip and Empowered Evocation feel underwhelming in comparison to the big explosive spells it focuses on.
Tier Ranking:
Low-Level Power (3-10): B-tier – Good damage potential, but Potent Cantrip isn’t very impactful.
High-Level Power (10-14): A-tier – Overchannel maximizes damage output, and Sculpt Spells shines with larger spells.
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